✨ Gaming Machine Regulations




27 MAY NEW ZEALAND GAZETTE 1499

Modified Parameters do not Affect Active Jackpots

3.15.3 If parameters are changed on a jackpot that is active, the application of these changes is not to apply until the jackpot is won other than by a full RAM reset.

Reset of Jackpot Amounts

3.15.4 The current jackpot amounts, including overflow meters, must be able to be set once per RAM reset in configuration mode. The default values will be the reset amounts and game play shall not be permitted until the current values are set to a value equal to or greater than the default value and accepted (or the default values have been accepted).

Jackpot Specific Faults

3.15.5 If the following events occur, the gaming machine is to be notified and act in accordance with other requirements of this document:

a) at any time communication between the progressive controller and the gaming machine is lost;

b) a controller RAM or PSD mismatch occurs; or

c) the game meters are validated against the controller's meters (via communications between the game board and controller), and they do not reconcile.

Display of Jackpot Fault Condition

3.15.6 When a controller fault occurs, it is preferred that it alternates the displays between the current amount and an appropriate fault message (this may not be applicable for purely BCD driven displays).

Progressive Jackpot Prize Expectation

3.15.7 Where games include a progressive component, the expected trigger value of the progressive value of the progressive meter must be less than or equal to the ceiling amount.

3.16 Gaming Machine Events

3.16.1 Gaming machine events include the occurrence of a fault condition, incidents of de-activation, the changing of an important state such as a door open, and large jackpot wins, etc.

3.16.2 Gaming machine events require different gaming machine de-activation depending upon the event. Re-activation requires different level of intervention (e.g. none, attendant, technician, Central System) depending upon the type of event. See the following tables: Table 3-6: Gaming Machine Faults and Remedial Actions, Table 3-7: Gaming Machine Door Open/Close Event Definitions and Table 5-1: Banknote Faults and remedial Actions.

Gaming Machine Faults

Action on Occurrence of a Fault Event

3.16.3 Events listed in Table 3-6: Gaming Machine Faults and Remedial Actions must cause a clearly displayed message that an event has occurred and, unless otherwise indicated, must also result in the following:

a) all player inputs except a Service Button must be disabled including coin and banknote input;

b) an identifiable alarm must be sounded for at least 1.5 seconds;

c) any game play must be saved in its current incomplete condition. The reels must cease spinning immediately; and

d) if the gaming machine was in hopper payout, the hopper must be turned off and the brake applied.



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Online Sources for this page:

VUW Te Waharoa PDF NZ Gazette 2003, No 56


Gazette.govt.nz PDF NZ Gazette 2003, No 56





✨ LLM interpretation of page content

πŸ›οΈ Modified Parameters do not Affect Active Jackpots (continued from previous page)

πŸ›οΈ Governance & Central Administration
Jackpots, Parameter Modification, Active Jackpots, RAM Reset

πŸ›οΈ Reset of Jackpot Amounts (continued from previous page)

πŸ›οΈ Governance & Central Administration
Jackpot Amounts, Reset Values, Configuration Mode, Default Values

πŸ›οΈ Jackpot Specific Faults (continued from previous page)

πŸ›οΈ Governance & Central Administration
Jackpot Faults, Communication Loss, RAM Mismatch, Meter Validation

πŸ›οΈ Display of Jackpot Fault Condition (continued from previous page)

πŸ›οΈ Governance & Central Administration
Fault Display, Jackpot Faults, BCD Displays

πŸ›οΈ Progressive Jackpot Prize Expectation (continued from previous page)

πŸ›οΈ Governance & Central Administration
Progressive Jackpots, Trigger Value, Ceiling Amount

πŸ›οΈ Gaming Machine Events (continued from previous page)

πŸ›οΈ Governance & Central Administration
Gaming Machine Events, Fault Conditions, De-activation, Re-activation

πŸ›οΈ Action on Occurrence of a Fault Event (continued from previous page)

πŸ›οΈ Governance & Central Administration
Fault Events, Player Inputs, Alarms, Game Play, Hopper Payout